2014
DOI: 10.1177/1555412014548919
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Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?

Abstract: Serious games (SG) are innovative tools that are widely recognized as having considerable potential to foster and support active learning. This article addresses the question of whether and how SG can contribute to the development of the so-called ''21st century skills'' in education. This article starts by characterizing the current need for 21st century skills and the identification of these core skills. Thereafter, it reports on a literature review of studies analyzing SG impact on the development of one or… Show more

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Cited by 162 publications
(94 citation statements)
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References 54 publications
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“…The game environment presents a set of intuitive rules and tools that enable learners to understand the rules of the work environment relatively quickly and easily and to build a custom game activity together that is appropriate for a certain purpose and audience. Integrated learning activities through digital games call for a wide range of learning skills, such as training and practice, independent search for and location of information, research and knowledge construction, and the acquisition of higher-order thinking skills (Jong, Lee & Shang, 2013;Romero, Usart & Ott, 2015). Whereas the use of pre-prepared game learning may be limited in terms of its ability to implement the acquired knowledge in new and variable situations and in terms of its ability to provide students with opportunities for creating knowledge, the use of game generators allows independent development of educational games by the learners and thus expands the potential inherent in integrating games into studies.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The game environment presents a set of intuitive rules and tools that enable learners to understand the rules of the work environment relatively quickly and easily and to build a custom game activity together that is appropriate for a certain purpose and audience. Integrated learning activities through digital games call for a wide range of learning skills, such as training and practice, independent search for and location of information, research and knowledge construction, and the acquisition of higher-order thinking skills (Jong, Lee & Shang, 2013;Romero, Usart & Ott, 2015). Whereas the use of pre-prepared game learning may be limited in terms of its ability to implement the acquired knowledge in new and variable situations and in terms of its ability to provide students with opportunities for creating knowledge, the use of game generators allows independent development of educational games by the learners and thus expands the potential inherent in integrating games into studies.…”
Section: Literature Reviewmentioning
confidence: 99%
“…A similar case has been made by Maddux (1986), Mellon (1996), Molnar (1997), Schifter (2008) and Romero et al (2014) It is a belief among 90% of the authors that many E&T scholars have been influenced by the values, perspectives, behaviours and decisions of earlier scholars. In this light, the E&T academic domain should not be seen simply as an assembly of theories and findings, but rather as a means of building up a contextual framework within which current and future generations act and react.…”
Section: Committee Of the Association For Educational Communications mentioning
confidence: 89%
“…Perkembangan teknologi informasi adalah salah satu kemajuan yang dicapai manusia pada abad 21 (Ardi & Yendi, 2013;Carley & Spapens, 2017;O'Neill et al, 2017;Romero, Usart, & Ott, 2015;Sheikh, Sood, & Bates, 2015). Dalam dekade terakhir, berbagai cabang penelitian dan pengembangan dilakukan berkaitan dengan teknologi ini.…”
Section: Pendahuluanunclassified